Animation not playing the same in play mode as it does in edit mode??!
https://youtu.be/rQdUIIWQc2Q not going to describe it, everything is in this video link
It’s still hard to see what could be causing the issues from the videos.
Is there any chance you could make a remixable version of your puppet that we could use to investigate more?
Are your keyframes set to ‘Keep Changes’ by the way?
https://youtu.be/owp79yc6EQw here is some additional information, I don't know if it is enough, the timeline is pretty basic, nothing fancy, evenly spaced frames, I believe it's the curve setting dohicky (been awhile since ive dreamshaped forget the terms) in between every frame. It's set to play the third attack in a combo animation string which it does fine, but the animation of the tentacle just does not play right unless it's in edit mode with the time frozen, the body itself plays fine but the tentacle is the issue. I've had other issues trying to animate the very same tentacles but this one is the most severe and dream breaking one, I felt it is a glitch that is in the animation tool or timeline, as I've read posts about dreamers having a similar experience.
Sure because im not so good with terms and describing things ill do another upload, ill try and capture as much information about the bug as I can in the video
AdminQA Team (QA, Media Molecule) commented
Thank you for reporting the issue, could you please provide us more information on how the timeline is set up?
This is happening to me, tried so many different workarounds. Weird thing is the bug only happens in my game, not in a test load without objects or scenery. I've turned off collide so I kno it's not that. - So I can't work out what is going wrong. I'll update if I find out why. And if any one knows please post here!
EDIT: I've worked out what the problem is, I think. When the button is a straight play the animation it works. But when I rig it up to a toggle switch the animation is not the same. I'm not sure why this is, but it might be to do with the signal strength when a signal is continuous. I still have to work out the kinks, but I will update if I ever work it out.
I think the idle pose was interferring with mine. Turning off procedural animations and moveable does NOT work, only stopping the idle pose inside the puppet.
Unfortunately I've tried the gravity and physics, no dice, and Ive done what ozzy said (have not tried adding the switch, just disconnected the wires entirely shutting them off) as well as turn off all procedural animations and not having any luck :( thanks for the help trying though ^^
Ok I solved the issue for my character so maybe it’ll help you. The issue I had was just like you. The key frame was different in play mode and edit mode. Here’s the reason why that happened. When you have multiple timelines active or individual key frames activate, they will all try to balance itself out. For example, in edit mode my character swung his arm like intended but in play mode it was different. That’s because the idle animation that media molecule (MM) has in puppets was also activating when my character swung. The idle animation doesn’t turn on in edit mode so that’s why my timeline worked there and not in play mode. So to fix the problem I added a switch and connected it to the microchip called poses from MM and in my timeline I turned the switch off for each key frame. Also for safety measures I went to the character settings (L1+square) and turned off all three procedural animations located in the 5th tab at the bottom for each key frame. In summary, turn off every single animation or your key frames will merge with active ones such as the idle animation. Edit: typo
I’ll share what I found so someone can explain why. So I had the same issue trying to move my character’s arm up and he only would lift it halfway. I tried several different things but only one worked. After placing the key frame I decided to not use L2 for moving the arm and instead lift it up using R2. I stop recording then tested it out. It worked. Idk why but that’s what I did. I haven’t tested out whether it’s possible to somehow use L2 and R2 or just L2 so you guys can figure it out lol
Dude! Just figured it out - turn off ‘Moveable’ in the character tweak menu under physical properties. It stops it trying to respond to gravity etc
Bruh wtf why it be doing this tho cmon man i cant be the only one -_-
watch the video the animation is not playing the way I want it to, the tentacle is meant to slam the ground but it just flops around "in the actual game" when you unfreeze time from edit mode if that makes sense I dont know how to describe it other than the animation is deadass broke and bugged out, Ive tried to use all the sliders and keyframe tweaks I can think of but the tentacle will still flop around.
I'm not too sure on what the difference is between in edit mode and play mode. Seems the same to me, but obviously you know what you mean because you've spent a lot of time animating it in the first place.
You'll have to explain what the difference is so other people know, I'm afraid 😅